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Messages - mattywyettsimmonds

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Well, that's it for me. I gave up on Adobe a couple years ago so it looks like Allegorithmic will be next.  Maybe Serif will pick up the slack.
I wouldn't be so sure, they are struggling to catch up with Photoshop with their Affinity line and have very little interest in games industry. When I asked about .targa file format for example, they said responded with "no one uses it" rather than actually looking into implementing something so simple. They're a much smaller team than Adobe, like 200 times smaller.

Anyway, Allegorithmic, I really do trust you guys and I believe you know best, but like practically everyone else I dislike Adobe. I worry about the future development of Substance and the costs to the end users. I really hope that what comes from this acquisition is that you help Adobe become more like Allegorithmic, with customer support, costs and innovation. You guys are way better than Adobe IMO and they got the better deal out of this. Still, all the best! I'll be watching development and I hope the only thing that changes is faster/better development :)

I forgot to reply to this. That's awesome news! I'm certain a lot of people are eagerly anticipating!

Substance DesignerSubstance Designer - Discussions - Re: Normal Discrepancy
 on: November 19, 2018, 06:21:40 pm 
Unreal uses directx normal maps, Unity uses OpenGL normal maps. The only difference is the green channel being flipped.

I tend to work in openGL normal maps because that way if I want to go between unity and unreal I can, because unreal has a "flip the green channel" checkbox on the textures for normal maps... So no need to have duplicates or get confused.

I thought that too but the SC node seems to do a much nicer job and includes sediment and stuff. It's not quite world machine but it certainly looks like terrain whereas Tom Jacobs node, while awesome, looks very alien to me.

Hello everyone!

I saw an interesting video today from the makers of Star Citizen and they use substance designer to make terrains, It's interesting to watch.

What I am interested in is that they made an erosion node... I would love to see how they made it and if it could be a thing in future SD packages?

EDIT: Also to the mods I hastily put this in the wrong section, could this thread be moved to the SD features request instead please? :D

Substance DesignerSubstance Designer - Showcase - Re: Animated VFX in SD
 on: July 17, 2018, 02:41:47 am 
Perhaps, maybe i will try that next, it would take a a few textures overall but would be smoother. The other option would be to just make it 3D.

It was more an exercise than anything though ^^

Substance DesignerSubstance Designer - Showcase - Re: Animated VFX in SD
 on: July 15, 2018, 11:04:51 pm 
This one is a bit hybrid, I used some animated spritesheets from designer but also made all of the images and textures with designer as well. Using Amplify Shader Editor to make my own particle shaders in Unity is really fun!

Substance DesignerSubstance Designer - Showcase - Re: Animated VFX in SD
 on: July 13, 2018, 08:53:32 am 
Thanks! I actually just made another completely different effect, a holographic spinning globe! All once again made in designer, including the animation sequence

Substance DesignerSubstance Designer - Showcase - Animated VFX in SD
 on: July 02, 2018, 12:50:32 am 
Hi all! You guys might have seen me spamming my stuff in the last couple of days over discord/facebook but I missed the forums!

Basically I've been using Substance designer to make animated VFX and using them in the particle system in Unity.

Like this one!

I actually just tidied up and released a substance file for the animated flame which yo ucan find here;

To start off I made a simple smoke puff which turned out really well I think, You can find that here with a graph screenshot and a video of the effect in action

It was quite a successful experiment so I starting going into it more by making myself an atlas creator node that generated a spritesheet of 64 image sequences. This way I could create a single frame of an effect, expose parameters for disorder and translate offsets etc then when I opened my atlas graph it would generate my spritesheet on the fly with the animations!

I wondered what else I could do with this method so I set out to make a flame which again you can find here with a few graph screenshots and spritesheets (including a zelda style flame to test iteration speed!)

I later perfected the fire effect and combined it with the smoke effect in Unity to make a seemingly simple but fully motioned 'camp fire' type effect. I really like this one, again with graph screenshots;

I wanted to try something different from smoke and fire so I figured maybe a fun little lightning test would be cool so I made this very simple but effective graph and brought it to life in Unity;

Then I saw a portal vfx on artstation so I made myself a firey portal!! fully animated again from substance designer to unity, graph screenshots too;

And Finally! My experiments have led me to a fully fleshed out workflow, at this point I'm able to iterate extremely fast thanks to substance designer, in fact all of these effects and were made this weekend. So I decided to make a full on explosion. Substance designer has allowed me to create all of this so quickly.

I hope you all enjoy this and I really hope that it will help artists think about substance as a way to bring VFX to your games. I loved the fast iteration and non destructive workflow but more importantly I didn't have to spend ages rendering anything either. :D


There are many more output maps than you realise, Height is for a heightmap to be plugged in, to give the the texture a perceived depth using either tessellation or parallax, both settings can be found in the material tab in the 3D viewer. You can see all the different map types if you click on the dropdown inside the output nodes.

You don't have to use every node type, only what your texture requires. For example if your texture has a lightsource, use an emissive map, if not, don't. If you have an output note in the graph not being used, it does nothing to the texture. If you aren't going to use it though you may as well delete it from the graph.

Blend node is the foundation of blending things, it has a dropdown in the node for different types of blending as well as a mask plug to blend textures based on a black and white mask.

Bonus answer: They're all used really but I guess the common ones for me are Tile sampler, levels, blend, HSL, Normal, Bevel, Curve, shapes, polygon2, normal, bevel transform, gradient, and random noises. Also every atomic node, which can be found at the top of the graph or by right clicking in the graph and going to Add Node (at the top)

It seems not... Being able to expose a gradient map would be amazing though!

It looks like a flat surface with a repeated shape cutting out of it. The shape in question looks like a rounded edge square wit another rounded edge square inside it at a 45 degree angle, then a rounded bevel between the two... It's hard to explain

Substance DesignerSubstance Designer - Discussions - Re: Difficult shape
 on: November 17, 2017, 12:36:34 pm 
Haha np happy to help. :) My motto is that if something seems harder than it should be, there's probably an easier way. :P

Also the transform nodes are set to no tiling if you're wondering. Obviously you have to make sure the nodes after are tiling eventually but setting transforms that way makes it possible to cut and offset shapes.

As for the rim around the edge of the shape I'd use the bevel and curve nodes on the now existing base shape.

Substance DesignerSubstance Designer - Discussions - Re: Difficult shape
 on: November 16, 2017, 10:58:28 pm 
like this

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